Little things / Small QoL suggestions

Suggestion: PI Templates are great, let us save extractor formations

Keywords: UI, UX, Planetary Industry

Let us save extractor formations, like the probe window already does, and/or let the extractor heads be saved in the templates, when redoing my PI the longest time goes to moving extractor heads after demolishing old extraction location.

Suggestion: Gas Scoops/Harvester should show a gas icon instead of the ore icon for the yield in the tool tip.
Keywords: UI, mining, modules, tooltips, icons
Notes: Remove subjective ambiguity about the mining type and reduce cognitive overload.

4 Likes

Suggestion: Remove the Price of Mining Survey Results

Keywords: UI

The value of the ore in the mining survey results is needless clutter. We didn’t have it last year, and we don’t need it now. The prices aren’t a perfect match for the asking prices in the market anyways! But even if they were, we wouldn’t need it here. At the very least let us remove the useless column by choice.

Suggestion: Mining range and ore hold rigs
Keywords: mining, rigs, ore hold
Note: Rigs to increase mining range and ore hold

Currently there aren’t many rigs for mining barges and haulers. Two new rigs could be introduced. One rig increases ore hold by 10 % (T1) and 15 % (T2). The second rig increases mining laser range by 10 % (T1) and 15 % (T2). These rigs would complement existing modules nicely, while offering exciting new fitting options. They could be in the “Engineering” category of rigs.

1 Like

and what would be the expense of the rigs?
or i guess i should say, what would the drawback be of said rigs?
maybe 10% less efficient mining lasers?

i disagree about the category.. cargohold optimization is in Astronautic, so any other cargo hold extender should be in there as well. give it the same drawback, decrease armor hit points

as for the mining laser, it would go in resource processing (which those don’t have drawbacks.

Suggestion: Add research times for original blueprints

Keywords: UI, blueprint, industry

Note:

At the moment, the only visible time is for doing one level of research. The problem is, each next level requires more time than the previous one. There is no way of knowing how much time (by default, as already implemented for the first level) it would take to research the blueprint from level 8 to level 9.

1 Like

Suggestion: Let Porpoise be able to be booshed by MJFG from Command Dessies

It just makes more sense. Some miners make use of MJFG to move their mining fleet around grid and with the new outrider ship it would be cool if my porpoise could move with the barges on the jump. Its not an orca, it doesn’t make sense for it to be immune.

1 Like

Its a cap though

Suggestion: Make implants be draggable directly from the character screen.

Keywords: Implant, UI

Currently there is no way to drag implants from the character screen to a chat channel, unlike fitting windows or inventories. You instead have to show info on each implant and then drag the item from that window. This increases the amount of clicks significantly.

2 Likes

Suggestion: Add a percentage readout for missing CPU and powergrid in the Fitting window.

Keywords: Fitting

Note: Displaying missing CPU or powergrid as a percentage would make it easier to judge whether an implant would be enough to complete a fitting, without requiring players to calculate it manually.

Suggestion: Add multiple lighting options to SKINR to preview how a Skin appears in different environments.

Keywords: SKINR

Note: Allowing players to view Skins under various lighting conditions would make it easier to judge their appearance, since some colors change noticeably depending on location. For example, the bright green Helian Tin shifts toward yellow in Pochven.

2 Likes

Suggestion: Allow players to disable implants in the Fitting window to test whether a setup works without currently equipped implants.

Keywords: Fitting

Note: Being able to toggle implants on or off would make it easier to evaluate alternative configurations and ensure a fit functions without relying on currently installed implants.

3 Likes

Suggestion: add delivery hanger to player assets tab
Keywords: UI, assets

Corp assets have delivery hanger
Player assets do not this would be extremely handy

4 Likes

Suggestion: The Probe window needs a button to reload probes.
Keywords: UI, scanning, probe scanning, reload, scanner
Note: Remove the need to move the mouse away from the probe window when you want to manually reload probes.

1 Like

Suggestion: Auto-increase d-scan range on Expedition Reach effect

Keywords: UI, D-scan, Expedition Reach

Right now d-scan range needs to be manually increased every time an expedition reach effect is first received. This makes it tedious to use, to the point that with multiple accounts I’m not even bothering to adjust more than one dscan range, while it’s supposed to benefit all ships. The range also keeps resetting non-stop while fleet warping because the command burst cycled during warp and didn’t apply to all ships.

It could be implemented so that only at max range it will auto-adjust.

Suggestion: Information about asteroids/ice when mining in space could be added to the Selected Item window.

Keywords: Mining, Information, Selected Item

The new features from the current expansion are useful especially when you right click on a rock you get its type, distance, value, initial value and quantity. This info is however impossible to read on certain light coloured backgrounds and especially Ice belts when looking at ice, so it would be really helpful if this information was also in the “Selected Item” window.

1 Like

Suggestion: Compress button in the Inventory window.

Keywords: Mining Compression

Would it not just be easier to have a button the the bottom right corner of the ships inventory window, that can light up when compression is available in a fleet and if unavailable either disappear or just remain unhighlighted.

1 Like

Suggestion: System phenomena icons in the HUD get right-click/radial functionality for things like “Show on map”.
Keywords: UI, map, phenomena, system effects, HUD, radial menu
Notes: Make it easier to see where and how far Meta Storms and other system effects reach without requiring manual filter changes.

Suggestion: Asset Safety Revamped
Keywords: Asset safety

Currently recovering assets from 0.0 is very tedious, takes a long time and is not fun at all. Most of 0.0 assets end up in a few low-sec stations, which are heavily camped. Introducing a new mechanism, now when assets end up in asset safety, it randomly chooses the nearest station from a list of the 10 nearest stations. That way, the assets get spread out more and this makes recovery easier. Risk versus reward is preserved, as you still have to go to low-sec to recover the assets.

1 Like

thats why you move it before CCP moves it.

After 5 days a player can choose to have the assets delivered to an NPC station, outpost, or Upwell Structure in the same system the assets were originally located. If the package is not moved manually within 20 days after its creation, it will be automatically moved as follows:

  • From Null Security space: to a station in the nearest Low Security system, by AU.
2 Likes